• Title/Summary/Keyword: Broadcasting Program/Content

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Qualitative content analysis of journals of cadaver practice experiences in nursing students

  • Hyunjung Lee
    • International journal of advanced smart convergence
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    • v.12 no.3
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    • pp.109-118
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    • 2023
  • This study attempted to identify the experiences of nursing students' participation in cadaver practice and provide a basis for understanding students' experiences in cadaver practice, which can be reflected in the development of programs for them. By applying the content analysis method according to the guidelines by Krippendorff to analyze the meaning of the experience of participating in cadaver practice among 80 nursing students who participated in cadaver practice at K University in W-si, Gangwon-do, a total of 4 areas, 13 categories, and 25 meaningful statements were derived. The categories included "worried," "surprised," and "fear" in the anxiety domain; "interesting," "knowing," and "focused" in the immersion domain; "value of life," "gratitude and remembrance," "thinking about donation," "facing death," and "precious body" in the reflection domain; and "motivation" and "sense of accomplishment" in the growth domain. The results of this study will help to understand the physical and psychological reactions that nursing students may experience during cadaver practice, and will provide a basis for developing various strategies such as counseling, education, and reflection programs in conjunction with cadaver practice to help nursing students cope with stress, develop a sense of ethical responsibility, and develop a positive self-image as nursing students in order to be successful in cadaver practice. This study is also significant because it provides a basis for preventive program interventions for experiences related to the negative effects of cadaver practice.

Design and Implementation of Clipcast Service via Terrestrial DMB (지상파 DMB를 이용한 클립캐스트 서비스 설계 및 구현)

  • Cho, Suk-Hyun;Seo, Jong-Soo
    • Journal of Broadcast Engineering
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    • v.16 no.1
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    • pp.23-32
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    • 2011
  • Design and Implementation of Clipcast Service via Terrestrial DMB This paper outlines the system design and the implementation process of clipcast service that can send clips of video, mp3, text, images, etc. to terrestrial DMB terminals. To provide clipcast service in terrestrial DMB, a separate data channel needs to be allocated and this requires changes in the existing bandwidth allocation. Clipcast contents can be sent after midnight at around 3 to 4 AM, when terrestrial DMB viewship is low. If the video service bit rate is lowered to 352 Kbps and the TPEG service band is fully used, then 320 Kbps bit rate can be allocated to clipcast. To enable clipcast service, the terminals' DMB program must be executed, and this can be done through SMS and EPG. Clipcast service applies MOT protocol to transmit multimedia objects, and transmits twice in carousel format for stable transmission of files. Therefore, 72Mbyte data can be transmitted in one hour, which corresponds to about 20 minutes of full motion video service at 500Kbps data rate. When running the clip transmitted through terrestrial DMB data channel, information regarding the length of each clip is received through communication with the CMS(Content Management Server), then error-free files are displayed. The clips can be provided to the users as preview contents of the complete VOD contents. In order to use the complete content, the user needs to access the URL allocated for that specific content and download the content by completing a billing process. This paper suggests the design and implementation of terrestrial DMB system to provide clipcast service, which enables file download services as provided in MediaFLO, DVB-H, and the other mobile broadcasting systems. Unlike the other mobile broadcasting systems, the proposed system applies more reliable SMS method to activate the DMB terminals for highly stable clipcast service. This allows hybrid, i.e, both SMS and EPG activations of terminals for clipcast services.

Metadata Authoring Tool for Digital Broadcasting Contents (디지털방송 콘텐트를 위한 메타데이터 저작도구)

  • Yang, Seung-Jun;Lee, Han-Kyu
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.11a
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    • pp.387-390
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    • 2009
  • 최근 한국정보통신기술협회(TTA)에서는 지상파 DMB(Digital Multimedia Broadcasting) ECG(Electronic Content Guide) XML(eXtensible Markup Language) 표준의 제정 및 개정 작업을 완료하였다. 지상파 DMB ECG XML 표준은 종래의 DMB EPG(Electronic Program Guide) 표준에서 제공되었던 서비스를 기능적으로 수용하면서 프로그램내의 특정 세그먼트 단위까지 검색 및 브라우징을 통하여 원하는 콘텐트를 보다 효율적으로 접근, 소비 및 저장이 가능하도록 하는 향상된 서비스를 제공하도록 정의하였다. 또한, 단일 포맷에서 모든 DMB 콘텐트 내용들을 결합하는 DMB AF(ISO/IEC 23000-9:2008; DMB Application Format) 파일 포맷을 포함하고 있다. 한국전자통신연구원에서는 이러한 지상파 DMB ECG XML 표준 및 서비스의 유효성 검증을 위해 메타데이터의 저작 단계에서 전송 및 단말에 이르는 맞춤시청형 방송 시스템을 개발하였다. 이러한 일련의 과정에서 DMB ECG 메타데이터는 맞춤시청형 서비스 제공을 위해 전달되는 핵심 요소로써, 디지털방송 콘텐트에 대한 상세 정보의 기술을 위해 새로운 메타데이터를 생성하거나 기존에 생성된 메타데이터를 재편집하는 과정을 효과적으로 수행하기 위한 메타데이터 저작도구가 필수적으로 필요하다. 본 논문은 사용자 친화적인 DMB ECG 메타데이터 및 DMB AF 저작도구의 개발에 대해 기술한다.

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Analysis of Drone Technology Using in Journalism : Focusing on Log and Diary of Korean General Service Program Provider (드론기술의 저널리즘 활용 실태 : 종합편성채널 방송 활용 일지 분석을 중심으로)

  • Lim, Hyunchan
    • Journal of Korea Multimedia Society
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    • v.23 no.4
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    • pp.588-594
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    • 2020
  • This study analyzes the current status of drone journalism in Korean broadcasting industry, with a case study of TV Chosun Company's drone use for news gathering. It analyzes TV Chosun's record of drone logs between 2014 and 2018. The log consists of date, time, news content, users, machine and on-air date. In 2014, the total of 31 cases of using drones for news gathering is identified, while in 2018, the frequency increases to 60, with a gradual, annual increase, making the total frequency of 160, during the period between 2014 and 2018. This means that the broadcasting company used the drone news gathering system every week. The analysis also reveals that the company used this drone news gathering system mostly in the metropolitan area in Korea, amounting to more than 76 per cent of its total use: 31.3 per cent in Seoul, 36.9 per cent in Kyunggi, and 8.1 percent in Incheon. The system was more frequently used in the summer and autumn than the winter and spring. Interestingly, it was first popularly used for disaster related news, but the use of drone for social and other issues is increasing every year, which may imply its diverse use in the future.

A Study on the Analysis of Museum Gamification Keywords Using Social Media Big Data

  • Jeon, Se-won;Choi, YounHee;Moon, Seok-Jae;Yoo, Kyung-Mi;Ryu, Gi-Hwan
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.4
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    • pp.66-71
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    • 2021
  • The purpose of this paper is to identify keywords related to museums, gamification, and visitors, and provide basic data that the museum market can be expanded by using gamification. That used to collect data for blogs, news, cafes, intellectuals, academic information by Naver and Daum which is Web documents in Korea, and Google Web, news, Facebook, Baidu, YouTube, and Twitter for analysis. For the data analysis period, a total of one year of data was selected from April 16, 2020 to April 16, 2021, after Corona. For data collection and analysis, the frequency and matrix of keywords were extracted through Textom, a social matrix site, and the relationship and connection centrality between keywords were analysed and visualized using the Netdraw function in the UCINET6 program. In addition, We performed CONCOR analysis to derive clusters for similar keywords. As a result, a total of 25,761 cases that analysing the keywords of museum, gamification and visitors were derived. This shows that the museum, gamification, and spectators are related to each other. Furthermore, if a system using gamification is developed for museums, the museum market can be developed.

The Study of Restaurant Start-up Education on Restaurant Start-up : Focus on Entrepreneurship

  • Jun-Young Lee;Sung-Ho Bang;Gi-Hwan Ryu
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.102-111
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    • 2023
  • We would like to find out how restaurant start-up education affects restaurant start-ups. Recently, as low barriers to entry and endemics are approaching, more and more people want to start a restaurant business. However, while the market size of restaurant start-ups increases due to the high youth unemployment rate and changes in the social population structure, the probability of failure of start-ups is increasing due to the high competition rate. Therefore, this study aims to examine whether restaurant start-up education affects restaurant start-ups through entrepreneurship. This study conducted a survey on prospective start-ups. After that, demographic analysis and multiple regression analysis were performed using the SPSS 23.0 program. As a result, it was found that entrepreneurship had an effect on restaurant start-ups. However, in future studies, more research is needed on the direction of improving and developing restaurant start-up education.

Comparison of Text Beginning Frame Detection Methods in News Video Sequences (뉴스 비디오 시퀀스에서 텍스트 시작 프레임 검출 방법의 비교)

  • Lee, Sanghee;Ahn, Jungil;Jo, Kanghyun
    • Journal of Broadcast Engineering
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    • v.21 no.3
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    • pp.307-318
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    • 2016
  • 비디오 프레임 내의 오버레이 텍스트는 음성과 시각적 내용에 부가적인 정보를 제공한다. 특히, 뉴스 비디오에서 이 텍스트는 비디오 영상 내용을 압축적이고 직접적인 설명을 한다. 그러므로 뉴스 비디오 색인 시스템을 만드는데 있어서 가장 신뢰할 수 있는 실마리이다. 텔레비전 뉴스 프로그램의 색인 시스템을 만들기 위해서는 텍스트를 검출하고 인식하는 것이 중요하다. 이 논문은 뉴스 비디오에서 오버레이 텍스트를 검출하고 인식하는데 도움이 되는 오버레이 텍스트 시작 프레임 식별을 제안한다. 비디오 시퀀스의 모든 프레임이 오버레이 텍스트를 포함하는 것이 아니기 때문에, 모든 프레임에서 오버레이 텍스트의 추출은 불필요하고 시간 낭비다. 그러므로 오버레이 텍스트를 포함하고 있는 프레임에만 초점을 맞춤으로써 오버레이 텍스트 검출의 정확도를 개선할 수 있다. 텍스트 시작 프레임 식별 방법에 대한 비교 실험을 뉴스 비디오에 대해서 실시하고, 적절한 처리 방법을 제안한다.

A Study on the Development of a Dog Fashion Show Program Using Metaverse (메타버스를 활용한 반려견 패션쇼 프로그램 개발 연구)

  • Jin-Beom, Pyeon;Hee-Eun, SunWoo;Yun-Seo, Hong;Jung-Yi, Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.101-107
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    • 2023
  • The purpose of this study is to research and develop the concepts and functions of the Metabus dog fashion show. Currently, as the pet-related industry grows rapidly, the pet fashion industry is also naturally growing. However, unlike the fast-growing fashion industry, it was not enough to meet the needs of dog owners. Therefore, this study attempted to develop a metaverse dog fashion show by supplementing the problems that arise when purchasing existing pet clothes through metaverse. As a research method, first, a survey was conducted on the rise in the actual pet-related industry and the social trends of metaverse and virtual fashion shows. Second, the existing dog clothing purchase characteristics were examined through user demand analysis, and user needs were derived. Third, the appropriate form of content was established, and a new content consumption environment called metaverse was analyzed and derived. Finally, functions were derived and developed to give users satisfaction. In the future, it is necessary to study a clear payment system in connection with the actual dog clothing business based on this.

Mobile Application UI Design for TV Broadcasting Content Recommendation (TV 방송콘텐츠 추천용 모바일 어플리케이션 UI 제안)

  • Son, Hee-Jeong;Choe, Jong-Hoon
    • The Journal of the Korea Contents Association
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    • v.12 no.2
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    • pp.86-93
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    • 2012
  • The emergence of cable TV, satellite broadcasting and IPTV provides viewers with a variety of TV programs. However, viewers' desire for watching their favorite TV program at convenient time has increased because of insufficient spare time. As an increase in smart phone market has accelerated an entry into "the age of smart network media" since 2009, mobile media suggests services connected to other digital devices. Recently, there has been growing interest in TV controling system of smart phone. Therefore, the present study aims to provide an concept of the smart phone application which recommends contents of TV program by analyzing personal watching pattern. To suggest detailed direction of the interaction and UI design, we analyzed previous research and examples of TV controlling applications and products. In addition, public opinion survey was carried out to rationalize this study and suggest suitable UI structure.

A Study on the Systematic TV Drama Production System (방송드라마의 체계적 제작 시스템에 관한 연구)

  • Bae Jin-Ah
    • Journal of Game and Entertainment
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    • v.2 no.2
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    • pp.75-84
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    • 2006
  • In terms of creating widespread popularity and a high value added business, TV drama is recognized as an unrivaled entertainment content above any other TV program genres Although recently some broadcasting companies have been trying to set up a drama production system, it seems that a well-structured system has not been established, yet. This study analyses the practices and mechanisms of drama producing processes based on the in-depth interviews with the experts in the drama production fields in three major broadcasting companies. It is found that the Korean drama production system is 'a producer-director system' and that the strategies for the windowing effects are not systematically applied from the pre-production stage. For the broadcasting companies to strengthen the competitiveness through drama, the expert-producer system should be introduced, the production elements should be systematically managed, and the multi-use strategies should be effectively established.

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